Search found 40 matches

by Molix
09 Apr 2013, 15:45
Forum: SFS2X C# API
Topic: Strings sent from server with unmatched curly braces vanish
Replies: 6
Views: 8717

Re: Strings sent from server with unmatched curly braces van

What we normally have is: smartFox = new SmartFox( Application.isEditor || Debug.isDebugBuild ); i.e. we're automatically in debug if we're developing, and not when we release. Hopefully you can fix the issue in a future release. In the meantime we'll do as you suggest, but obviously it is not a goo...
by Molix
09 Apr 2013, 13:51
Forum: SFS2X C# API
Topic: Strings sent from server with unmatched curly braces vanish
Replies: 6
Views: 8717

Re: Strings sent from server with unmatched curly braces van

Thanks. For clarity, it works as expected if during the creation of our SmartFox object in Unity/C# we do smartFox = new SmartFox( false ); It is worth noting that even player chat with a single brace is lost if the debug is turned on, so presumably we need to modify people's chat text when sending ...
by Molix
09 Apr 2013, 12:42
Forum: SFS2X C# API
Topic: Strings sent from server with unmatched curly braces vanish
Replies: 6
Views: 8717

Re: Strings sent from server with unmatched curly braces van

Client-side my handler gets nothing. Even just dumping the whole message, i.e. it is either not sent to the client, or the client API does not pass it through. private void ERH_Test( SFSObject sfsData ) { Debug.Log ( "Test command response: " + sfsData.GetDump() ); string msg = sfsData.Get...
by Molix
09 Apr 2013, 02:58
Forum: SFS2X C# API
Topic: Strings sent from server with unmatched curly braces vanish
Replies: 6
Views: 8717

Strings sent from server with unmatched curly braces vanish

I discovered that if I send a message with a string in it that contains unmatched curly braces, it never shows up. I am torn between hoping there is something obvious and hoping that this is actually an issue (so I don't feel like I totally wasted today). e.g. response.putUtfString( "test"...
by Molix
09 Aug 2012, 17:26
Forum: SFS2X Questions
Topic: transfer connection to different server
Replies: 5
Views: 7472

transfer connection to different server

Our game is a virtual world and requires real-time updates for player movements and actions. We partition the game universe into Rooms, so nearly all communication is limited to only those users in the same Room. Communication between rooms is limited to custom private messages and a few updates. We...
by Molix
04 Mar 2012, 17:49
Forum: Server Side Extension Development
Topic: Room Variables Updated not firing
Replies: 6
Views: 10872

Re: Room Variables Updated not firing

Thanks for taking the time to reply. It looks like you are using SFS2X, but we are still using 1x. The call you have indicated looks a lot like my #4 anyway. The problem must be in the client API.
by Molix
29 Feb 2012, 15:00
Forum: Server Side Extension Development
Topic: Room Variables Updated not firing
Replies: 6
Views: 10872

Re: Room Variables Updated not firing

Yes, I reviewed that and did extensive searching before posting. I also tried the method (setRoomVariable) in the example before posting, and it also did not work; I didn't mention it due to it being flagged as deprecated. Are there options that could be involved in setting up the room that would pr...
by Molix
24 Feb 2012, 21:50
Forum: Server Side Extension Development
Topic: Room Variables Updated not firing
Replies: 6
Views: 10872

Room Variables Updated not firing

What could cause changes to room variables on the server side to not be sent to clients? It must be some overall setting I have missed, because I have tried a lot of different ways. e.g. // 1 RoomVariable var = room.getVariable( "X" ); var.setValue( String.valueOf( "1" ) ); // 2 ...
by Molix
04 May 2010, 20:54
Forum: .Net / Unity3D API
Topic: Problem with 1.2.4
Replies: 19
Views: 28778

In the short-term I'm fine with IPs (it has been so long now we're used to it -- I didn't even remember that GetHostEntry() was a problem! :) The main thing was preventing the lockout on those browsers.

Thanks!
by Molix
04 May 2010, 20:35
Forum: .Net / Unity3D API
Topic: Problem with 1.2.4
Replies: 19
Views: 28778

Btw, I've been doing the following for DNS. It has been working, but is it incorrect? System.Net.IPHostEntry ip = System.Net.Dns.GetHostEntry( serverIP ); Debug.Log( "Resolved " + serverIP + " to " + ip.AddressList[0] ); serverIP = ip.AddressList[0].ToString(&...
by Molix
04 May 2010, 20:32
Forum: .Net / Unity3D API
Topic: Problem with 1.2.4
Replies: 19
Views: 28778

Confirmed fix (on Mac with Firefox, Unity 2.6.1, SFS 1.6.6, API 1.2.4).

Thanks Thomas!
by Molix
04 May 2010, 17:17
Forum: .Net / Unity3D API
Topic: Problem with 1.2.4
Replies: 19
Views: 28778

Any ETA on the next version, which hopefully will have this fix in it?
by Molix
20 Jan 2010, 12:38
Forum: SmartFoxServer 1.x Discussions and Help
Topic: How should I simulate many clients for stress testing?
Replies: 3
Views: 5584

Ok, so I'll try to do what I did initially, but in Flash instead of Unity. Given that (from the linked post) you seem to have had several hundred connections from a single client app, I assume the Flash API does not use static delegate (or whatever the AS equivalent is) like the .NET API. Thanks for...
by Molix
20 Jan 2010, 01:27
Forum: SmartFoxServer 1.x Discussions and Help
Topic: How should I simulate many clients for stress testing?
Replies: 3
Views: 5584

How should I simulate many clients for stress testing?

I would like to run some stress tests of our game by simulating many clients logging in. I would then play with our normal client and could see how things work when the server is busy, the room is highly populated, etc. My first thought was to write a special client (I am using Unity) that simply cr...
by Molix
24 Nov 2009, 14:36
Forum: .Net / Unity3D API
Topic: Problem with 1.2.4
Replies: 19
Views: 28778

If I use a hostname, it works the first time (resolves the IP, and connects), but the second time it fails to resolve the hostname, which leads to "I/O Error: An invalid IP address was specified." when connecting.

Go to advanced search